We used cameras for the screen-display (we could either show you the VR player's perspective, or one of several cameras), and for the jumbotron in the stadium. This ended up being really cool for downfield throws. When you bombed the ball 45 yards to a receiver, it could be a little hard to see the action. It was really natural to be able to glance up at the jumbotron in the stadium to get a closer view of what's happening downfield.
A small custom little PID controller worked really well for tracking the ball in flight, and giving a more natural "human operated" camera feel than perfectly tracking the ball.
We'd also randomly vary the terms within a set range for different virtual camera operators, so you'd get a little bit of variance in the tracking between different cameras and different play sessions.
Also a lot of pretty fun "bugs" from badly tuned PIDs.